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  • Bring your game to Mac, Part 2: Compile your shaders

    Discover how the Metal shader converter streamlines the process of bringing your HLSL shaders to Metal as we continue our three-part series on bringing your game to Mac. Find out how to build a fast, end-to-end shader pipeline from DXIL that supports all shader stages and allows you to leverage the advanced features of Apple GPUs. We'll also show you how to reduce app launch time and stutters by generating GPU binaries with the offline compiler.

    To get the most out of this session, we recommend first watching “Bring your game to Mac, Part 1: Make a game plan." And once you're ready to level up, check out “Bring your game to Mac, Part 3: Render with Metal" from WWDC23.

    Capítulos

    • 0:00 - Intro
    • 0:49 - New Metal compiler tools
    • 1:54 - Convert your shaders
    • 12:27 - Finalize GPU binaries
    • 18:20 - Wrap-Up

    Recursos

    • Get started with Metal shader converter
    • Download the Metal shader converter (Mac and Windows)
    • Download the game porting toolkit
    • Metal
      • Vídeo HD
      • Vídeo SD

    Vídeos relacionados

    WWDC23

    • Bring your game to Mac, Part 1: Make a game plan
    • Bring your game to Mac, Part 3: Render with Metal

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    WWDC22

    • Go bindless with Metal 3
    • Target and optimize GPU binaries with Metal 3

    WWDC21

    • Discover compilation workflows in Metal

    WWDC20

    • Build GPU binaries with Metal
  • Buscar neste vídeo...
    • 14:28 - Json Metal Script

      {“libraries": {
          "paths": [
         {"path": “ba.metallib”, "label": "myMetalLib"}
      
          ]
        },
        "pipelines": {
          "render_pipelines": [{
            "vertex_function": "alias:myMetalLib#v",
            "fragment_function": "alias:myMetalLib#f",
            "raster_sample_count": 2,
            "color_attachments": [{
                "pixel_format": "BGRA8Unorm"
            }],
            "depth_attachment_pixel_format":      
              "Depth32Float"
          }]
        }
      }
    • 16:30 - Testing Binary Archive hit

      // Create Pipeline Descriptor
      MTLComputePipelineDescriptor *computeDesc = [MTLComputePipelineDescriptor new];
      computeDesc.binaryArchives = @[existingBinaryArchive];
      computeDesc.computeFunction = computeFn;
      id<MTLComputePipelineState> computePS = 
                           [device newComputePipelineStateWithDescriptor:computeDesc
                                           options:MTLPipelineOptionFailonBinaryArchiveMiss
                                           error:&err];                                                                                        
      
      if(computePS == nil)
      {
          // Binary archive is missing compiled shader.
      }
    • 17:03 - Loading appropriate Binary Archive

      // Load OS-specific binary archives
      
      
      MTLComputePipelineDescriptor *computeDesc = [MTLComputePipelineDescriptor new];
      
      if (@available(macOS 14, *)) {
          computeDesc.binaryArchives = @[binaryArchive_macOS14];
      } else {
          computeDesc.binaryArchives = @[binaryArchive_macOS13_3];
      }  
      computeDesc.computeFunction = computeFn;
      id<MTLComputePipelineState> computePS = 
                           [device newComputePipelineStateWithDescriptor:computeDesc
                                           options:nil
                                           error:&err];

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